/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Solvers/MeshSmoothing.h
Simple iterative smoothing with an optional weight map Each iteration Lerps towards the weighted neighbor centroid by the GetSmoothingAlpha amount
namespace UE { namespace MeshDeformation { void UE::MeshDeformation::ComputeSmoothing_Forward ( bool bUniformWeightScheme, bool bSmoothBoundary, const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & OriginalMesh, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< double(int VID, bool bBoundary)> GetSmoothingAlpha, const int32 NumIterations, [TArray](API\Runtime\Core\Containers\TArray)< FVector3d > & PositionArray ) } }